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Cohorts and cultures: developing future design thinkers

Published: 30 January 2018 Publication History

Abstract

Design Thinking (DT) is a required skill of computing graduates according to the Australian Information Industry Association (AIIA). However, according to the 2016 AIIA work ready skills survey there is a job-ready skills gap between the industry expectations of design thinking skills and the ICT graduate capabilities in Australia. Design thinking applies methods that focus on problem-solving, ideating, and iterating in small bursts with continual feedback from users/stakeholders. This paper describes how an Australian university has embedded DT into the core of a Bachelor of Information Technology degree in a way that not only scaffolds DT skill sets across the three-year degree but creates a culture of design thinking. This DT 'strand' involves a two-day sprint that includes every year level as a mixed cohort. This paper presents the implementation of the DT strand and the industry-driven two-day sprint.

References

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N Anderson. 2012. Achieving higher education graduate attributes in the area of creativity, innovation and problem solving through the use of design thinking. In Proceedings of the QSApple Conference 2012.
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Australian Information Industry Association. 2016. AIIA work ready skills survey. (2016). Retrieved August 2017 from http://www.acdict.edu.au/documents/OCS+AIIA+ACDICT+ACED-SurveyResults.pdf
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T Brown. 2008. Design thinking. Harvard Business Review 86, 6 (2008), 84--92.
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N Cross. 1982. Designerly ways of knowing. Design Studies 3, 4 (1982), 221--227.
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E De Bono. 1999. Six thinking hats. Back Bay Books.
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Deloitte Access Economics. 2017. Australia's digital pulse. Policy priorities to fuel Australia's digital workforce boom. (2017). Retrieved August 2017 from https://www.acs.org.au/content/dam/acs/acs-publications/Australia%27s%20Digital%20Pulse%202017.pdf
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Google. 2016. Design sprint kit. (2016). Retrieved August 2017 from https://designsprintkit.withgoogle.com/
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T Kelley. 2001. The art of innovation. Broadway Business.
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DA Kolb. 2014. Experiential learning: experience as the source of learning and development. FT Press.
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HA Simon. 1996. The sciences of the artificial. MIT Press.

Cited By

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  • (2022)Experiential Learning to Teach User Experience in Higher Education in Past 20 Years: A Scoping ReviewFrontiers in Computer Science10.3389/fcomp.2022.8129074Online publication date: 3-Mar-2022
  • (2022)Computational empowerment in practiceInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10053734:COnline publication date: 1-Dec-2022
  • (2022)Transformation of the Australian VET Sector: Investigations into the Key Competencies Required of the Australian Workforce in the Era of Industry 4.0 TechnologiesHCI International 2022 – Late Breaking Posters10.1007/978-3-031-19682-9_39(296-310)Online publication date: 24-Nov-2022
  • Show More Cited By

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Published In

cover image ACM Conferences
ACE '18: Proceedings of the 20th Australasian Computing Education Conference
January 2018
127 pages
ISBN:9781450363402
DOI:10.1145/3160489
  • Conference Chairs:
  • Raina Mason,
  • Simon
Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. Copyrights for components of this work owned by others than ACM must be honored. Abstracting with credit is permitted. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Request permissions from [email protected]

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Association for Computing Machinery

New York, NY, United States

Publication History

Published: 30 January 2018

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Author Tags

  1. design sprint
  2. design thinking
  3. employability

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  • Research-article

Conference

ACE 2018
Sponsor:
  • Southern Cross UNIVERSITY
  • SIGCSE
ACE 2018: 20th Australasian Computing Education Conference
January 30 - February 2, 2018
Queensland, Brisbane, Australia

Acceptance Rates

ACE '18 Paper Acceptance Rate 14 of 36 submissions, 39%;
Overall Acceptance Rate 161 of 359 submissions, 45%

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Cited By

View all
  • (2022)Experiential Learning to Teach User Experience in Higher Education in Past 20 Years: A Scoping ReviewFrontiers in Computer Science10.3389/fcomp.2022.8129074Online publication date: 3-Mar-2022
  • (2022)Computational empowerment in practiceInternational Journal of Child-Computer Interaction10.1016/j.ijcci.2022.10053734:COnline publication date: 1-Dec-2022
  • (2022)Transformation of the Australian VET Sector: Investigations into the Key Competencies Required of the Australian Workforce in the Era of Industry 4.0 TechnologiesHCI International 2022 – Late Breaking Posters10.1007/978-3-031-19682-9_39(296-310)Online publication date: 24-Nov-2022
  • (2021)Design Thinking for Promoting Human-Centred DesignTechnology Supported Active Learning10.1007/978-981-16-2082-9_9(145-163)Online publication date: 15-Jul-2021
  • (2021)Agile and Lean Methods with Design ThinkingTechnology Supported Active Learning10.1007/978-981-16-2082-9_2(13-30)Online publication date: 15-Jul-2021
  • (2020)10 Years of Research With and On HackathonsProceedings of the 2020 ACM Designing Interactive Systems Conference10.1145/3357236.3395543(1073-1088)Online publication date: 3-Jul-2020
  • (2019)Design Jam as a PedagogyProceedings of the 31st Australian Conference on Human-Computer-Interaction10.1145/3369457.3369468(128-137)Online publication date: 2-Dec-2019
  • (2019)Using design sprint as a facilitator in active learning for students in the requirements engineering courseProceedings of the 34th ACM/SIGAPP Symposium on Applied Computing10.1145/3297280.3297463(1852-1859)Online publication date: 8-Apr-2019

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